Ravager (Melee weapon):Initial contact should deal more damage (+20%), and then push the target away from the attacker. If the damage dealt remains continuous (i.e a corner situation), it will (after the initial "hit") remain the same as it is now. The welding beam should be more obvious to the enemy as well.

Violator (Assault Rifle):Decrease long range accuracy slightly. It is somewhat too effective at long ranges, where it should mostly be a mid range choice.Optional: Bouncy grenades. Grenades only bounce once, thereafter they will explode upon the next impact. If a grenade makes direct contact to an opponent, it will not bounce (obviously) and will instead explode immediately. Trajectories of the bounce is another discussion on its own.

Falcon (Sniper Rifle):Increase damage, but decrease ROF. (+15%, -20%)Currently the ROF is too high, and it favors more skilled hitscan players somewhat "unfairly" at long/mid ranges. IMO, it needs to become more of a "high-risk" damage dealer.

Dragoneer (Flamethrower):The alternate fire should not be able to contain a maximum charge indefinitely. Once a fireball is fully charged via the RMB, it should be "forced" to "exhaust" after a time, as well as having consumed available ammunition for the said charge.

Cerberus (Rocker Launcher):The alternate fire is currently limited to vehicular-based game modes, as it "locks" onto a vehicle target. For every other game mode, it is useless. The alternate fire should perhaps initiate a "lock-on mode", whereby a target can be locked after a time - both vehicle and human. Vehicles require less time to lock on, humans require more time. Once locked, a fired rocket will pursue its target with decent ability.